Guildfall

Guildfall

The mountain that never went dark.

A lore-rich, D&D-lite tabletop RPG. Forge a hero from one of six old disciplines, bond with a companion beast, and resolve fights with a hand of cards and a d20 that never fully betrays you.

Up to 4 players One account per person ~60 minutes a contract Runs in the browser

What it is

Not Baldur’s Gate. On purpose.

No character-sheet paralysis, no rules lookup, no death spirals. An AI-narrated guild contract drops your party into a living isometric world, and about an hour later it is finished, one way or the other.

Every attack lands for something — bad luck costs you tempo, never your turn. You must spend a card every round, even the wrong one. Nobody waits: all four players declare at the same time. And level 10 gear is different from level 2 gear, not simply better.

The lore

The Mountain That Never Went Dark

Before it had a name, the mountain was just the tallest thing between two seas, and something in it burned. Not fire — older than fire, the kind of light that doesn’t need feeding. The people below called it the Long Coal, and once every generation, five of them were chosen to climb up and keep it company, because a light like that, left alone too long, forgets it isn’t supposed to go out.

The five who climbed became the five who stayed. Not because they were the strongest — the mountain didn’t want strength. It wanted five different ways of holding a thing steady: one who stood in front of it, one who bent it, one who mended what it broke, one who moved faster than it could reach, and one who simply refused to look away. Ironhand. Ember-tongue. Kindler. Fleetward. Watcher.

There was always a sixth who climbed with them and wasn’t chosen. Every generation, one. Not punished — the mountain simply didn’t call their name, and there is no ceremony for the ones a mountain doesn’t want.

The night the wardens talk about, when they talk about it at all, wasn’t an attack. Nothing climbed the mountain that night. The sixth did — one who had waited long enough that waiting had curdled into something else — and instead of asking the coal to share its light, tried to take all of it at once, the way you’d rather own a fire than be warmed by one.

The coal didn’t burn him. It answered him.

The five wardens didn’t die defending it — they were spent, all in the same hour, holding the door on something that had already decided to come through it anyway. What was left of that night didn’t need burying so much as it needed a word, and the survivors who came up the mountain after found one: Guildfall. Not the fall of a guild. The fall that made one necessary.

The guild that hires you isn’t guarding a secret. It’s doing the thing the sixth warden should have done and didn’t: sharing the work instead of hoarding it. Every contract you sign is small — clear a fen, hold a line, escort a cart — but it’s built from the same shape as the original watch. Five ways of holding, however many of you show up to hold them.

And when a party wipes, when the whole table goes down together in a wave they weren’t ready for — that’s not a loss screen. That’s the word doing what it’s always done. Guildfall. The worst night, worn down into a promise. You sign the contract again, and you go back up.

The roster

Six disciplines

The classes are the wardens’ ways of holding, handed down and drilled into anyone with the will to learn one. Pick one when you forge your hero.

Reading the roster…

Five ways of holding.
However many of you show up.

An account is free, takes a moment, and keeps your hero between contracts.

Forge a hero